Combine Hardpoints With Maximum Slots/tonnes Per Hardpoint
#181
Posted 11 July 2013 - 08:20 AM
Is when there are crit spaces left in hardpoint slot and they are " trapped" ( so if I put LL and ML in Awesomes torso those two crit spaces are "trapped" between LL and ML)
Fix:
There should be like sub-menu for weapons, when you are finished you close it, then weapons are stacked next to each other so there are no trapped spaces
#182
Posted 12 July 2013 - 04:07 AM
What i like most at your idea - is to link the available place in one location directly to the hit size of this location.
Would be interesting when - players of Catapults find there self suddenly with tiny side locations but a much place in center torso.
I have played a little bit with the interface idea.
Lets say: in general a Mech has interfaces for each weapon kind, heatsinks and ammunition.
Those places are fixed.
Every Mech may have 48 cubic units. (criticals)
light mechs have less, assault more units.
each upgrade reduces the number of interfaces and cubic units.
Maybe the upgrade vom STD to XL may cost a Light mech 1 cubic unit while a assault have to pay 4 cubic units for this.
Mechs like awesome are full with interfaces.
the reduction of cubic untis will automatically reduce the number of interfaces.
hard to explain - i try to make a simple picture.
The idea is that you don't have to waste time with the distribution of ES or FF or XL criticals. it happens automatically.. in this case each upgrade cost 10 cubic volumes. Because the AWS have no much room it reduce the number of heatsinks.
As you can see - the double grey - heatsink slot - can take 2 single heat sink or 1 double heat sink (yes only 2 crits) but you can not use it in propper way - maximum of heatsinks in this example are 21 double heatsinks for the Awesome - you can not mount more actually eighter.
Edited by Karl Streiger, 12 July 2013 - 04:15 AM.
#183
Posted 12 July 2013 - 06:54 AM
But no, I see the point and I think it should have been done way before because current "dynamic armor slot" or "dynamic structure slot" werent properly distributed.
Whole mech was acting like 1 gigantic component, so that no matter where you put your desired weapon or equipment those "dynamic slots" shift back and forth like rollercoaster
They should break crit slot distribution in pieces (components)
I like the amount of work you've put in crit slot distribution - but Im sorry I still don't get it
is it:
- 1 cubic = 2 crit slot
See first thing they did wrong is they set same amount of crit slots on every component ( every component is the same ) except head and legs ofc
So lets focus on that first
The next thing we should do is determine percentages for every chassis component.
Example: we must determine every components
- number of critical slots per component for every mech
- "dynamic armor"/"dynamic structure" distribution percentage
- armor distribution (hate the idea that huncbacks right torso is treated the same as his left in point of armor)
- hardpoints (done)
Dynamic armor"/"dynamic structure" distribution percentage:
I suggest that we try with 16.666% on every components since that is original disribution for ES and FF (currently)
And then try to see what percentage would go for FF because its not so effective:
- first we divide tons that FF will save with tons that ES saves (of any mech) to get another percentage 72%
- then that percentage (72% actually 0.72) multiply with 16.666% and we get 11.999%
- So to sum up: 16.666% for ES and 11.999% for FF
Number of critical slots per certain component for every mech
This is a though one.
Every chassis is different, has different component sizes, actually its not though but it will take a long time for this to make and a lots of hours in front of screen to configure this in paint/ photoshop because you have to think carefully for every chassis.
Armor distribution
Is not that though, once we deal with crit slots its easy
Example (huncback):
right torso has X% crit slots more than left
right torso has X% armor more than left
Overall armor has to stay the same so we have to subtract form left torso and add
How much to subtract: its easy just 1/2 of X% and add that 1/2 to desired right torso
To sum up:
- left torso lost 1/2 X%
- right torso gained 1/2 X%
- which makes it 2/2 X%
#184
Posted 12 July 2013 - 05:45 PM
The mech building & customization system from the Tabletop game plus a few more restrictions tailored to the VG format will work just fine; besides having 30 years of testing on it.
#185
Posted 13 July 2013 - 03:57 AM
Pht, on 12 July 2013 - 05:45 PM, said:
The mech building & customization system from the Tabletop game plus a few more restrictions tailored to the VG format will work just fine; besides having 30 years of testing on it.
Do you realize that mechs critical slots and armor distribution is out of balance?
Edited by Big Giant Head, 13 July 2013 - 03:57 AM.
#186
Posted 13 July 2013 - 04:28 AM
Big Giant Head, on 13 July 2013 - 03:57 AM, said:
Do you realize that mechs critical slots and armor distribution is out of balance?
How? Seems to work rather well to me.
This idea was tried in the MechAssault XBox games. They are the biggest failures of the franchise and this is the main reason why. MechWarrior is about having flexibility in the design of your own battlemech. The hard point system is more restrictive than It should be, but needed in order to make different revisions of chassis possible and thereby create a money generation engine. Note, its not needed for balance, just for money generation. Getting to restrictive on where and what can be mounted will make this MechAssault. If you want to play MechAssult please go do it as there will be no modernization of failed MechAssault titles. If you want Mechwarrior I, II, III and to a lessor extent 4 then play MWO; it is a modernization of those titles. Major difference between the two. A flexible mech design system or something like one of the many ideas on this thread. The flexible system created successful games, a successful franchise and the inflexible ones killed it.
#187
Posted 13 July 2013 - 05:23 AM
Xenok, on 13 July 2013 - 04:28 AM, said:
How? Seems to work rather well to me.
This idea was tried in the MechAssault XBox games. They are the biggest failures of the franchise and this is the main reason why. MechWarrior is about having flexibility in the design of your own battlemech. The hard point system is more restrictive than It should be, but needed in order to make different revisions of chassis possible and thereby create a money generation engine. Note, its not needed for balance, just for money generation. Getting to restrictive on where and what can be mounted will make this MechAssault. If you want to play MechAssult please go do it as there will be no modernization of failed MechAssault titles. If you want Mechwarrior I, II, III and to a lessor extent 4 then play MWO; it is a modernization of those titles. Major difference between the two. A flexible mech design system or something like one of the many ideas on this thread. The flexible system created successful games, a successful franchise and the inflexible ones killed it.
If I was creative director or whatever, I wouldnt put any hardpoint limitations. System would be something like MWtactics has.
I would treat every components as piece of metal
Yes, I agree with you in R&R system
No variants and that stupid mech tree.
No uneven armor distribution
#188
Posted 13 July 2013 - 05:56 AM
Number of critical slots stays the same
Number of armor points stays the same
Here are some critical slot distributions
If I divide number of critical slots in component with number of critical slots in upper part of mech ( which includes RA, RT, CT, LT, LA)
for example lets take RT which has 15 CS and divide with 48 (number of crit spaces in RA, RT, CT, LT, LA)
Ill get 31,25%, now that percentage (0,3125) multiply with all armor (in RA, RT, CT, LT, LA) which is 224, Ill get 70 armor points in RT
others:
- RA: 18,5
- RT: 70
- CT: 56
- LT: 60,5
- RA: 18,5
Now for the ES and FF "dynamic armor" distribution
Simple:
ES takes up 16,6666% of crit slots of each component
FF takes up 11,9999% of crit slots of each component
Dynamic armor stays solid in all components - doesn't shift its self on other components like crazy
I tested this on Catapult and increased his CT, lowered his side torsos,...
Edited by Big Giant Head, 13 July 2013 - 06:01 AM.
#189
Posted 13 July 2013 - 06:06 AM
#190
Posted 05 August 2013 - 09:42 AM
Big Giant Head, on 13 July 2013 - 03:57 AM, said:
Do you realize that mechs critical slots and armor distribution is out of balance?
... I wasn't referring to the current mechlab.
I was referring to the mechlab concept linked in my sigline.
Big Giant Head, on 13 July 2013 - 03:57 AM, said:
Do you realize that mechs critical slots and armor distribution is out of balance?
... I wasn't referring to the current mechlab.
I was referring to the mechlab concept linked in my sigline.
#191
Posted 05 August 2013 - 12:26 PM
Big Giant Head, on 13 July 2013 - 06:06 AM, said:
Boating isn't the problem, alpha-strikes and convergance are the problem. I think DHS should be reduced to 2 crit spaces to reflect the fact that they're not DHS at all, they're not even 1.5HS...not likely to happen though.
#192
Posted 05 August 2013 - 02:44 PM
But. PPCs, heat sinks, etc. have a history behind them, and an Inner Sphere PPC is 7 tons and 3 criticals. Period.
If you want to balance PPCs, create a comprehensive hard point restriction system, and return them to generating 10 heat / 15 for ER's.
#193
Posted 05 August 2013 - 03:33 PM
Ialdabaoth, on 05 August 2013 - 02:44 PM, said:
But. PPCs, heat sinks, etc. have a history behind them, and an Inner Sphere PPC is 7 tons and 3 criticals. Period.
If you want to balance PPCs, create a comprehensive hard point restriction system, and return them to generating 10 heat / 15 for ER's.
Meh on the hardpoint restrictions, but I have no idea what they were thinking by reducing the heat they generate...and then creating this totally artificial Ghost Heat kludge instead of just putting their heat back where it was supposed to be in the first place.
#194
Posted 06 August 2013 - 12:37 AM
Ialdabaoth, on 05 August 2013 - 02:44 PM, said:
But. PPCs, heat sinks, etc. have a history behind them, and an Inner Sphere PPC is 7 tons and 3 criticals. Period.
If you want to balance PPCs, create a comprehensive hard point restriction system, and return them to generating 10 heat / 15 for ER's.
First this isnt battletech and it will never be
#195
Posted 06 August 2013 - 04:01 AM
I'd say just make weapons heavier. Even in maps with Zero Gravity possible future maps it would not matter cause the weapon would be installed in a mechlab with normal earth like gravity so it would still be limited by weight. A 35 ton raven would not exceed 35 tons by making weapons limited by weight would be a easy fix to absurd or the so called nuts build like a AC/20 Raven or Commando with ERPPC's. If the mech can't lift it it can't use it.
Edited by Zarla, 06 August 2013 - 04:30 AM.
#196
Posted 06 August 2013 - 04:24 AM
Also a 35 tns mech could not carry a 16 tns gun but could carry 16tns of miscelaneous weapons?
Mechs are equiped with the Gyro for a reason.
Anyway a Raven with an AC20 will die or will run out of ammo in no time.
Now the problem come because we are allowed to chaneg the mech and if you know that universe well you should know how painfull it is to change a battlemech. and the resuslt is almost always a critical failure.
So if you'r asking me we should even allowed to edit a batlemech until the clan and their modular weapons.
Edited by GammaGauss, 06 August 2013 - 04:28 AM.
#197
Posted 06 August 2013 - 04:45 AM
GammaGauss, on 06 August 2013 - 04:24 AM, said:
Also a 35 tns mech could not carry a 16 tns gun but could carry 16tns of miscelaneous weapons?
Mechs are equiped with the Gyro for a reason.
Anyway a Raven with an AC20 will die or will run out of ammo in no time.
Now the problem come because we are allowed to chaneg the mech and if you know that universe well you should know how painfull it is to change a battlemech. and the resuslt is almost always a critical failure.
So if you'r asking me we should even allowed to edit a batlemech until the clan and their modular weapons.
This made no since to me. In my opinion a AC/20 should weigh as much as 24 or 34 tons instead of the 14 tons it is now. And the ammo be 2 or 3 tons per slot instead of one ton for the AC/20.
#198
Posted 06 August 2013 - 04:59 AM
#199
Posted 06 August 2013 - 05:52 AM
Zarla, on 06 August 2013 - 04:01 AM, said:
Go ahead and take an AC20 on a raven...you'll be out of ammo long before you're a real threat, and you won't have the tonnage left for much more than a small or medium laser as a backup weapon...and that's if you sell off some of your already light armor in addition to all your heatsinks.
And it's spelled "Ridiculous" - the root word is "Ridicule"
(that example won't even launch...need more heat sinks...so you'd need to strip off a couple tons more armor)
Edited by Redwood Elf, 06 August 2013 - 06:44 AM.
#200
Posted 06 August 2013 - 10:06 AM
Redwood Elf, on 06 August 2013 - 05:52 AM, said:
Go ahead and take an AC20 on a raven...you'll be out of ammo long before you're a real threat, and you won't have the tonnage left for much more than a small or medium laser as a backup weapon...and that's if you sell off some of your already light armor in addition to all your heatsinks.
And it's spelled "Ridiculous" - the root word is "Ridicule"
(that example won't even launch...need more heat sinks...so you'd need to strip off a couple tons more armor)
http://mwo.smurfy-ne...27573cf77ee9016
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users